LD33 August 21–24, 2015

I am sorry, Zachtronics.

Nobody’s going to believe this, but here we go:
When i created stacktrace, my LD33 entry, i knew it was inspired by something i had already seen some time ago. But i didn’t know what at the time.
Just a random game about coding in assembly, that i had seen somewhere sometime ago. It was TIS-100
TIS-100 sat in my mind quietly after i watched a review of it. And i forgot about it. During LD i had remembered that there was a game about coding in assembly, so i thought why not have a go at creating something simmilar?
Well, turns out it is a bit too simmilar. Mechanic-wise that is. They both need the player to read documentation first, both machines spew out random data etc.
And, trust me that was NOT intentional. Human subconsciousness can be a bitch sometimes. And this time it was.
Still, have fun if you want to play it (here), just like i did creating stacktrace. Hopefully it is not considered plagiarism.
Check out the ‘original’, TIS-100 by Zachtronics here: http://www.zachtronics.com/tis-100/
I’m sorry for stealing your idea, even though i did not know about it at the time.

Comments

TheMorfeus
28. Aug 2015 · 10:27 UTC
About why i am writing this: I just remembered that there was a game like that. And i checked it out. And then i rewatched the review. And it hit me.
GreaseMonkey
28. Aug 2015 · 10:31 UTC
By that logic, all programming games are ripoffs of TIS-100.
Sypanite
28. Aug 2015 · 11:11 UTC
“The act of borrowing ideas is integral to the creative process. There are games that came before Infiniminer and there are games that will come after Minecraft. That’s how it works.” – Zachary Barth, Zachtronics

Updating with a post-jam version :)

So, I tried bug fixing my game, but to fix those I’d have to do a lot and that would change a bit of the game, so I decided upon leaving my original version on LD, for judging purposes, with all the bugs, mistyped words and issues, as I want to be judged upon my work during the Jam. :)

I’ve reworked the game in a post-jam version with reworked controls, less wobbly camera, better hitboxes and (not so much) easier reworked levels (mostly because of controls 😛 ).

If you’re judging for LD, the game’s page is this one: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=50909

You can play the post-jam version here: http://yuigoto.itch.io/look-into-the-mirror

And I’ve also recorded a small playthrough (spoilers?) of my game, to see if, despite all issues, it’s possible to play it until the end without dying or glitching:

 

And, now…preparing to write the post-mortem. :3

A Fox’s Journey – I see so much self advertisement so I thought I should try it as well :D

Hello everyone! 😀
This is my first Ludum Dare and I wanted to enter the Jam first but the person
I wanted to work with wasn’t able to so I thought why not make a Compo game 😀
So yeah if you haven’t tried my game yet I would highly recommend (I’m only saying this because I made it lol) to try it! 😀

                                                                 <My Game>

Img

Gif

This game jam was more fun then expected and I got a lot of feedback as well.
I’m hoping I get the time to participate in the next one as well 😀
Also I learned how to correctly export the things I made lol

So thanks to everyone reading this, everyone who played my game and especially to everyone who wrote a comment! 😀

*Just tried to update images: are they working now?

Comments

yuigoto
28. Aug 2015 · 11:15 UTC
Screenshots didn’t load! 😛
derr
28. Aug 2015 · 13:31 UTC
I had the same issue with imgur! Try putting it on the Ludum Dare site. Works fine for me!
Pusty
28. Aug 2015 · 20:19 UTC
I hope I just fixed it, but I’m not sure 😀

Sanika!( I dare you)

Sanika is a fast shooter platform game which there i no way for you to beat it.(I can’t beat it too)
With 4 levels,4 bosses and many hazards and enemies.Prepare to get blind by all those flashes and effects!
MUWAHAHAHA!

Play it here!

You are the Monster… Truck !

mmr1

Alright, so I’ll try to write my post-mortem as well. I was looking forward to this LD, since I finally wanted a good motivation to finish a project, to make as complete game as possible. When the theme was revealed, I wasn’t particulary happy. I liked other themes much better, but I had to start thinking. First thing that came to my mind was that I want to find a unique approach to the theme. I knew I wouldn’t stand out with my development skills, since I’ve never finished any game, so I needed to stand out at least with the idea. And I guess I managed to do that. Although I was definitely not the only one who thought of the Monster Trucks, we were certainly a minority.

 

So I started making the car. I wanted my MonsterTruck to behave a bit differently than it ended up, but I couldn’t afford to look for a solution the whole weekend. I was using Unity’s wheel colliders, and I could not manage to make them behave correctly when riding over bigger bumps, so I decided to lock the rotation of the truck on 2 axis, which took some of the fun from the gameplay, but at least the car was stable now and I could finally move on a bit.

I needed to find a goal for the game. And what do Monster Trucks usually do? Crush other cars, of course. So I made a little city, put some traffic in it, and I had a goal. But that would be too easy and boring. I needed some kind of enemy. There is a Monster Truck driving through the city, crushing cars, so adding a police as an enemy seemed like a logical solution . And why not make them crazy? And why not make them suicidal? And packed with explosives?

So I had a goal, an enemy, but I wanted a bit more to this. I didn’t want for the player to just die on touch with the police, so I added HP bar, and a Repair Garage, and while at it, I also added Fuel bar and Gas Station. To incorporate these into the score, I decided to put the price for repair and the gas.

At last, I added some finishing touches, little menu with splashscreen, and UI. And there it was, my first finished game!

 

What Went Good:

Overall gameplay – I think final outcome is not dull, and I’m glad with the game as a whole.

Audio – I’m happy with audio in the game. I wanted to create and record more songs, but the one that is in game already took way too much time, so I decided that 1 and a half minutes should suffice.

 

What Went “Not Sure”:

Balance – Balance is a matter of many iterations and playtests, but I didnt have much time for that, so I tried to guess the right values and prices in the game to have it fairly hard, yet not impossible to maintain higher score.

 

What Went Bad:

Graphics – Some people seem to like the graphics, which I’m super happy about, but I wanted it nicer, especially better textures, better models. But again, I’m no artist, so I didn’t want to spend all weekend modelling and texturing, and having no game in the end.

Code – Yeah, the code is pretty ugly, but hey, it works, right?

Emptiness of the stage – I wanted to add more stuff in the city, like trees, various buildings, some fences, handrails on the bridges, …

 

In conclusion, I’m glad I finally joined the LudumDare and finished my first game!

I want to thank everyone who commented on my game, all of the comments were very kind, and I’m really happy you seem to like the game.

 

If you haven’t played Monster Truck Rampage yet, feel free to do so right now! And don’t forget to leave your votes and some feedback.

From slime to king – Post compo 2.0.0

After lots of feedback, i decided to make another version of my game. I want thank to you guys, for playing and sharing your opinion with me.

So… What is new in From SLIME to KING 2.0.0 ?

Well… I make little changes in level up system. Is little more balanced. Enemies are little slower, so you can escape.  Attack and controls got BIG overhaul!

Attacking is not based on animation of attacking (i deleted whole attack animation) So, if you press shoot, you shoot instantly!  Controls are in Binding of isaac style now, and you can switch from right to left handed version :)

You can find link to post compo here

If you want to get info about new versions, just follow game on gamejolt page :)

 

 

Comments

Nikteddy92
28. Aug 2015 · 13:07 UTC
GOGO SLIME KING!

Great update? F*CK yeah!

I’ll download it right now! ;D

Now working on the POST-LUDUM version!

 

Thanks for all the votes and feedback so far!

Now working on more and smarter enemies! New weapons! Vehicles and helicopters!

If you still haven’t tried the compo version of the game, try it now HERE

hungryanim

“Disastris” Postmortem

This is the (needlessly long) Post-Mortem for my First Ludum Dare Entry: “Disastris”

final screen 1

I’ve never really done a post-mortem before, and I didn’t take many progress screenshots, but here goes 😀

The Theme Announcement and Brainstorming

Like many people I was completely taken by surprise when I saw the theme. I was expecting something abstract, similar to the theme for the last few Ludum Dares, like “one rule” or “expanding world.”

I banged my head against the wall over and over again, coming up with generic idea after generic idea, writing down an astounding 14 unusable and generic themes in a single hour. I took a shower, then  looked over all of my ideas.

I hated them all.

So, worried about using up too much of the time, I settled on my first idea: a game where you play as a Yeti trying to drive people to madness by being seen without your existence being proven. I wrote down all sorts of ideas, but nothing really felt right. I looked back at the other ideas, and one stuck out at me: “you are the fire.” I had dismissed this idea as being too far from the theme, but after all my hours of agonizing over the theme, I decided that it was fine to waver a little bit from it.

But the thing is this: The idea fit the theme perfectly. That’s the first thing I learned from the experience – don’t discount an idea because it doesn’t feel close enough to what has been asked for. If the gameplay is solid, its possible to clearly relate to a theme even when doing something unexpected.

I settled on a puzzle/strategy game for windows and web where you move through a set of single screen cities armed with 4 disasters: fire, tornado, earthquake (later changed to tsunami), and a giant monster. The player would use planning to try to create as much destruction as possible with the disasters given. There would be firefighters, cars in the streets, a variety of buildings that give bonuses, storm walls that were immune to certain disasters, and much more.

Beginning Work:

So there I was: 3 hours into the Dare with an idea that seemed impossibly complex in a genre I had no experience in. The task seemed enormous, but I decided I wasn’t going to waste any more time on finding a new idea. I was going to stick with it for the remaining time.

I opened up Pyxel Edit and began drawing tiles for the roads in my city. I had decided to make the graphics 8X8 to allow for my artistic “skills” to be hidden behind a protective layer of minimalism. It took around an hour to make the roads, and after that I drew a small house. I drew a skyscraper, and arranged the elements into a small set of city blocks. I then called it a night and went to sleep.

Coding Begins:

As soon as I woke up (no time for breakfast, I had a game to write :P) I started writing the code to allow roads to be layed out without picking out each road tile individually. I added some houses and the skyscraper, and soon I had a static image of a city. The next step was explosions.

early screenshot 3

I realized that the most important element of this game would be satisfying city destruction. I wasn’t sure if the game mechanics would encourage experimentation like I hoped, so I needed something to fall back onto. I spent multiple hours trying to get building particles to work, and when I had finished, I had particles flying everywhere. But I needed a disaster to cause the destruction, so I started work on the fire.

The Fire:

Coding the particles and spread of the fire was the hardest part of the entire project.

The fire particles were easier to code than I expected. I made a sprite with 6 images, starting orange and gradually moving to smoke. Particles got smaller and moved to smoke color as they floated up.

Much harder was the spread of fire. The logic that I wrote created a very touchy value for the growth of the blaze. A 5% change in the value was the difference between the fire spreading out of control and it barely spreading at all. It took hours of tweaking that value in two separate sessions to get the fire working. When  it was done, however, I had a cool demo where fires could be started which sent rubble from explosions flying everywhere while smoke filled the skies.

early screenshot

 

Adding the Tornado

This was not very hard, luckily. It just took a little bit of time to draw it, but I incredibly ran into not a single bug when coding the tornado movement. It was my lucky day, I guess :)

early screenshot 2

Abandoning Web

Now I had a tricky decision to make. The particles lagged the web version so much that I could either release a toned down web version with lowered particles, or a windows only version with full particles. It was a choice between most people getting an experience which may not be as enjoyable, or some people simply not being able to play the game at all. I decided that it would be better overall to release only a windows version. Not many people would be willing to download a game that they could just press a button to play, even if it meant a better experience. It makes the overall quality much higher (and ensures better ratings :P) That’s the second thing that I learned: Feel free to lower the scope of a project if it means higher quality.

Adding the Monster

While I expected the monster to be the hardest part of making the game, it actually took only around 40 minutes. So, that worked out.

final screen 2

Another Strange Decision

Time went on, I added more disasters and levels (incredibly running into no major bugs), and I was faced with another choice. The tsunamis in the game use particle effects, but the way I initially wrote the code did not allow it to move even in only the 4 cardinal directions. I could either spend another hour reworking the system, or make it so that the tsunamis can only be placed in two directions. I ultimately decided on the 2 direction approach, and I think it actually benefited the gameplay by limiting the power of the otherwise extremely strong disaster, although the strange control has already caused some confusion. After that, I had finished all of the disasters!

final screen 3

Music

Interestingly, I had almost no experience writing music of any length before this, although I do play drums in a jazz ensemble and have played with some friends in a rock band in the past. Bosca Ceoil was not working properly, for some reason, so I used mixcraft 6, which I also had access to, to create the music. I had a bass line and drum line in my head, and it took around an hour to get that down into the computer. Overall, I only had around 14 seconds of music to show for that time. That’s the third thing I learned (which should have been painfully obvious before): Don’t use software that you don’t know when you only have less than an hour.

final screen 4

The Conclusion

This Ludum Dare, my first, was a really great and inspiring experience. My game has gotten a highly favorable reception so far, and that inspires me to continue work on some projects that I have frozen. It has also removed my fear of writing somewhat complex game logic. Before the Dare I tried to tiptoe around that to avoid the massive frustration it often causes me when I need to rework a large portion of programming or run into a major bug.

Thanks for reading. I just realized how long this whole thing is, so I hope I didn’t bore you 😛

See you in December!

It’s been an awesome LD!

As y’all know, this was the first Ludum Dare we ever participate in and it was awesome! We had a lot of challenges to face, from the tight time limit to real life problems! And we sacrificed a lot, some their work, others their final exams, but we enjoyed every tiny piece of it. And it is all thanks to your awesome feedback and this constructive community!

Thank you :)

And we are happy to say that we are working more on enhancing our game, Ankabot, to become really enjoyable and fun :)

You can check the compo version here!

Hydra Action Screenshots

Sometimes the gameplay camera doesn’t the most dramatic screenshots.  Here are some up-close and personal photos from inside my game Hydra.

2015-08-23_19562015-08-23_19532015-08-23_20002015-08-23_2004

 

 

Monster Cube

Need some stress relief? Squash, squash, squash, vote!

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=2984

I added builds for all platforms, including a WebPlayer build that you can play directly on the Ludum Dare page (works well in Internet Explorer, doesn’t work in Chrome).

The WebGL build works well in Chrome.

I hope you’ll enjoy this.

Thanks

Thanks to all who voted and commented out my entry. It’s my second “finished” game, and my first game for a jam, so it’s good to know what to improve for the future.

 

scr2

 

You can test it here!

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=57016

Browser pest – A reflection

First of all: the game!

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What we did

We thought about the theme for a bit and decided almost immediately that our monster would have to be cute and cuddly. Then someone recalled the cookie monster computer malware and we realized that we wanted our game to be related to it somehow. After different ideas we settled on a monster who eats browser cookies. In the end we were quite happy with the result – we managed to completed the goals we set for ourselves and even had time to go over the code and eliminated most of the bugs.

badloginuusWhat went well

  • We got a good idea fairly quickly.
  • Our framework was ready in time.
  • Two artists meant even more cool art and wonderful colors.
  • One of the artists also did a bit of coding, lending a helping hand where needed

 

flashWhat could have gone better

  • Maybe a little less time spent petting the cat…
  • There are still a few bugs we could not catch, even with those sticky cookies…

 

Just play the game!

Some changes, thanks for the feedback!!

Hi everyone!!

CHANGES***V1.1.0
-Due to the feedback, baby mode has been modified, so now it’s easier to complete the level in this “easy” mode. Those who want a more challenging mode can play on “monster mode”.
-I hope those people who couldn’t complete the game before to retry and complete it now. The best part is at the end. Sorry for the inconvenience, and have a nice time playing my game. Thank you.

You can play Sunset Monster here.

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Comments

derr
28. Aug 2015 · 17:53 UTC
Welcome change, I will play it again!